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Unity Artificial Intelligence Programming - Fifth Edition

You're reading from  Unity Artificial Intelligence Programming - Fifth Edition

Product type Book
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Pages 308 pages
Edition 5th Edition
Languages
Author (1):
Dr. Davide Aversa Dr. Davide Aversa
Profile icon Dr. Davide Aversa

Table of Contents (17) Chapters

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Chapter 6: Path Following and Steering Behaviors

In this short chapter, we will implement two Unity3D demos to explore steering behaviors. In the first demo, we will implement a script to make an entity follow a simple path. In the second demo, we will set up a scene with a couple of obstacles and program an entity to reach a target while avoiding the obstacles.

Obstacle avoidance is a fundamental behavior for game characters when moving around and interacting with the game world. However, obstacle avoidance is generally used with other navigation systems (such as pathfinding or crowd simulations). In this chapter, we will use the systems to make sure that we avoid the other agents and reach the target. We will not talk about how fast the character will reach a destination, and we will not calculate the shortest path to the target, as we'll talk about these in the next chapter.

In this chapter, we'll look at the following two fundamental aspects of movement:

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